HLSL: phase 3a: Add sub-vec4 rwtexture formats (qualifier.layoutFormat)
This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
This commit is contained in:
@@ -4,7 +4,7 @@ Shader version: 450
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
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0:47 Function Parameters:
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0:? Sequence
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0:51 textureFetch (global 4-component vector of float)
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0:51 textureFetch (temp 4-component vector of float)
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0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:51 vector swizzle (temp int)
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0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -21,7 +21,7 @@ Shader version: 450
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0:51 1 (const uint)
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0:51 Constant:
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0:51 1 (const int)
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0:52 textureFetch (global 4-component vector of int)
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0:52 textureFetch (temp 4-component vector of int)
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0:52 'g_tTex1di4' (uniform itexture1D)
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0:52 vector swizzle (temp int)
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0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -38,7 +38,7 @@ Shader version: 450
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0:52 1 (const uint)
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0:52 Constant:
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0:52 1 (const int)
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0:53 textureFetch (global 4-component vector of uint)
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0:53 textureFetch (temp 4-component vector of uint)
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0:53 'g_tTex1du4' (uniform utexture1D)
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0:53 vector swizzle (temp int)
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0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -55,7 +55,7 @@ Shader version: 450
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0:53 1 (const uint)
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0:53 Constant:
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0:53 1 (const int)
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0:56 textureFetch (global 4-component vector of float)
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0:56 textureFetch (temp 4-component vector of float)
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0:56 'g_tTex2df4' (uniform texture2D)
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0:56 vector swizzle (temp 2-component vector of int)
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0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -74,7 +74,7 @@ Shader version: 450
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0:56 2 (const uint)
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0:56 Constant:
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0:56 2 (const int)
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0:57 textureFetch (global 4-component vector of int)
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0:57 textureFetch (temp 4-component vector of int)
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0:57 'g_tTex2di4' (uniform itexture2D)
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0:57 vector swizzle (temp 2-component vector of int)
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0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -93,7 +93,7 @@ Shader version: 450
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0:57 2 (const uint)
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0:57 Constant:
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0:57 2 (const int)
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0:58 textureFetch (global 4-component vector of uint)
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0:58 textureFetch (temp 4-component vector of uint)
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0:58 'g_tTex2du4' (uniform utexture2D)
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0:58 vector swizzle (temp 2-component vector of int)
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0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -112,7 +112,7 @@ Shader version: 450
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0:58 2 (const uint)
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0:58 Constant:
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0:58 2 (const int)
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0:61 textureFetch (global 4-component vector of float)
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0:61 textureFetch (temp 4-component vector of float)
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0:61 'g_tTex3df4' (uniform texture3D)
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0:61 vector swizzle (temp 3-component vector of int)
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0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -133,7 +133,7 @@ Shader version: 450
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0:61 3 (const uint)
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0:61 Constant:
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0:61 3 (const int)
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0:62 textureFetch (global 4-component vector of int)
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0:62 textureFetch (temp 4-component vector of int)
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0:62 'g_tTex3di4' (uniform itexture3D)
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0:62 vector swizzle (temp 3-component vector of int)
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0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -154,7 +154,7 @@ Shader version: 450
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0:62 3 (const uint)
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0:62 Constant:
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0:62 3 (const int)
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0:63 textureFetch (global 4-component vector of uint)
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0:63 textureFetch (temp 4-component vector of uint)
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0:63 'g_tTex3du4' (uniform utexture3D)
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0:63 vector swizzle (temp 3-component vector of int)
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0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -229,7 +229,7 @@ Shader version: 450
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
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0:47 Function Parameters:
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0:? Sequence
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0:51 textureFetch (global 4-component vector of float)
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0:51 textureFetch (temp 4-component vector of float)
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0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:51 vector swizzle (temp int)
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0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -246,7 +246,7 @@ Shader version: 450
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0:51 1 (const uint)
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0:51 Constant:
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0:51 1 (const int)
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0:52 textureFetch (global 4-component vector of int)
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0:52 textureFetch (temp 4-component vector of int)
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0:52 'g_tTex1di4' (uniform itexture1D)
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0:52 vector swizzle (temp int)
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0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -263,7 +263,7 @@ Shader version: 450
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0:52 1 (const uint)
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0:52 Constant:
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0:52 1 (const int)
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0:53 textureFetch (global 4-component vector of uint)
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0:53 textureFetch (temp 4-component vector of uint)
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0:53 'g_tTex1du4' (uniform utexture1D)
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0:53 vector swizzle (temp int)
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0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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@@ -280,7 +280,7 @@ Shader version: 450
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0:53 1 (const uint)
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0:53 Constant:
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0:53 1 (const int)
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0:56 textureFetch (global 4-component vector of float)
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0:56 textureFetch (temp 4-component vector of float)
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0:56 'g_tTex2df4' (uniform texture2D)
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0:56 vector swizzle (temp 2-component vector of int)
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0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -299,7 +299,7 @@ Shader version: 450
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0:56 2 (const uint)
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0:56 Constant:
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0:56 2 (const int)
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0:57 textureFetch (global 4-component vector of int)
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0:57 textureFetch (temp 4-component vector of int)
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0:57 'g_tTex2di4' (uniform itexture2D)
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0:57 vector swizzle (temp 2-component vector of int)
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0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -318,7 +318,7 @@ Shader version: 450
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0:57 2 (const uint)
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0:57 Constant:
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0:57 2 (const int)
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0:58 textureFetch (global 4-component vector of uint)
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0:58 textureFetch (temp 4-component vector of uint)
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0:58 'g_tTex2du4' (uniform utexture2D)
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0:58 vector swizzle (temp 2-component vector of int)
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0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -337,7 +337,7 @@ Shader version: 450
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0:58 2 (const uint)
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0:58 Constant:
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0:58 2 (const int)
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0:61 textureFetch (global 4-component vector of float)
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0:61 textureFetch (temp 4-component vector of float)
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0:61 'g_tTex3df4' (uniform texture3D)
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0:61 vector swizzle (temp 3-component vector of int)
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0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -358,7 +358,7 @@ Shader version: 450
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0:61 3 (const uint)
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0:61 Constant:
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0:61 3 (const int)
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0:62 textureFetch (global 4-component vector of int)
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0:62 textureFetch (temp 4-component vector of int)
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0:62 'g_tTex3di4' (uniform itexture3D)
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0:62 vector swizzle (temp 3-component vector of int)
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0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -379,7 +379,7 @@ Shader version: 450
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0:62 3 (const uint)
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0:62 Constant:
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0:62 3 (const int)
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0:63 textureFetch (global 4-component vector of uint)
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0:63 textureFetch (temp 4-component vector of uint)
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0:63 'g_tTex3du4' (uniform utexture3D)
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0:63 vector swizzle (temp 3-component vector of int)
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0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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